Archive for January, 2006

The Quest Continues

Friday, January 27th, 2006

Well… so much for all that.

That last list took me a bit longer than I’d anticipated, but such is the way of my schedule. Coming soon to my little world of game development are things like destructible walls, lava and pits, moving platforms, teleporters, and the whole host of menus that would be fitting of a game of Blobyrinth’s character.

I’ll also soon be officially incorporated, wherein my job title will change to “Captain”, and I’ll be able to justify larger hats.

[Image Removed to Encourage Confusion]

In other news, I’ve decided to attend GDC this year… I put in an app for a Conference Associate (Shwagmonkey) position, so hopefully I’ll get the opportunity to do that. If that doesn’t quite manage to happen, I’ll be flyin’ coach with the “Expo Pass”… and soakin’ in as much as I can. Should be fun!

As always…. more to come — hopefully this time it’ll be quicker in coming than last. I promise this blog thingy will get more interesting once the schedule o’ madness has cleared up a bit.

The List…

Tuesday, January 3rd, 2006

Here’s what’s up on my plate (the behind schedule parts anyway).

- implement mouse player controls
- fix keyboard buttons overlapping issue (you can go one way while facing the other at the moment)
- implement player death and respawn functionality, and tie player spawn point to the level file
- implement path nodes for AI blobs, tie AI blob movement to them, and tie them to the level file
- implement collision ‘tween the enemy blobs and the player blob
- tie pick-ups (like coins and gems) to the level file
- create a 1-up object and give an extra life for 100 coins picked up
- create color change pool object, tied to level file, that changes blob’s color as it passes over
- create door objects, implement opening and closing
- implement lives counter/score/coins and gems trackers/timer (hud stuff)
- tie timers to bombblob, color changes
- open door if playerblob has the right color key

I don’t know if any of that sounds like good fun to anyone else, but it’s a pretty easy list I think. I’ll next post an update when I’m done with it.

-Tim

The port is fin.

Sunday, January 1st, 2006

Yay — Blobyrinth is now in v1.1 alpha of T2D…

There was a lot of ugliness in getting it up n’ running in the new version – many things had changed within the engine to make life difficult. But now it is time to move forward and get the rest of the game implemented. I’ll post an update in the next couple of days with my list of things that I should’ve had done by now — the project is way behind schedule, but I’m still thinking I can catch up. For now, a mini-screenshot just to show the living blob is back…

Bloby's back!